bf-blender / Windows (2004/05/22)
Moderators: jesterKing, stiv
bf-blender / Windows (2004/05/22)
bf blender for windows. 04/05/22
Some new stuff is in the CVS, see what we got this week...
compiled with msvc 6, ands scons. Virus Free.
Relevant modif:
-New zoom method with CTRL-middle mouse.
-New python api function.
-bugfixs.
-game engines.
-new python ui integration works.
Commit:
-ton:
Log:
Patch provided by Matthew Plough for better view zoom with CTRL+middle
mouse.
For me it's a good replacement, and more intuitive & compatible. Now
let's wait for the storm of reactions...
-ianwill:
Log:
BPython:
-- Added two new functions to the Draw module, to display int and float popup buttons:
Both contributed by Campbell Barton, thanks!
-- Fixed a couple warnings.
-ton:
Log:
Removed a bzero from octree-filling, replaced with exact code what
needs cleared. Timings go down nice:
octree new 2.33a
128 0:04.2 0:07.5
256 0:06.5 0:20.0
512 0:18.0 2.06.9
Time is including initialize renderfaces etc. 100k quads.
-theeth:
Log:
UV_Export script update. Typo fix and add tga extension automaticly.
Log:
Bug #1289
Mirror menu missing in the Header Menu for most object types in edit mode http://projects.blender.org/tracker/ind ... 9&atid=125
-stiv:
bugfix: #1212 changing object's layer had no effect.
-broken:
Log:
A few hotkey additions/corrections to the toolbox and 3d view menus.
Log:
Added Shift C 'Center Cursor and View All' to View -> Align View menu
-kester:
Log:
Depth sorting for alpha mesh objects.
- Mesh Objects are sorted by depth (based on object centre.) Using object centre means the user has control over the sort.
- Polygons are not sorted.
- Polygons are not split.
- O(nlog(n))
Log:
Fixes for Camera objects and python:
Normalise clip planes for sphere testing.
Do a frustum-sphere <-> sphere test
Reference count all python objects (!)
Log:
Frustum sphere culling.
Do a sphere<->camera sphere and a sphere<->frustum before the box<->frustum test.
Log:
Cunning hack for Blender python module in the game engine - just don't unload it before running the game!
-ianwill:Log:
BPython:
- updated docs with recently added functions
- dynamic menu entries now are sorted (alphabetically, of course)
- added new menu categories for scripts: Wizards, Modifiers, Generators, Materials, Animation:
only added to list of options, didn't mess with any Blender header. They are already available from the "Scripts" menu in the scripts win, but not elsewhere.
- added option 'datadir' to Blender.Get(option):
so scripts can use .blender/bpydata for reading / writing their data files.
A new build is available
Some new stuff is in the CVS, see what we got this week...
compiled with msvc 6, ands scons. Virus Free.
Relevant modif:
-New zoom method with CTRL-middle mouse.
-New python api function.
-bugfixs.
-game engines.
-new python ui integration works.
Commit:
-ton:
Log:
Patch provided by Matthew Plough for better view zoom with CTRL+middle
mouse.
For me it's a good replacement, and more intuitive & compatible. Now
let's wait for the storm of reactions...
-ianwill:
Log:
BPython:
-- Added two new functions to the Draw module, to display int and float popup buttons:
Both contributed by Campbell Barton, thanks!
-- Fixed a couple warnings.
-ton:
Log:
Removed a bzero from octree-filling, replaced with exact code what
needs cleared. Timings go down nice:
octree new 2.33a
128 0:04.2 0:07.5
256 0:06.5 0:20.0
512 0:18.0 2.06.9
Time is including initialize renderfaces etc. 100k quads.
-theeth:
Log:
UV_Export script update. Typo fix and add tga extension automaticly.
Log:
Bug #1289
Mirror menu missing in the Header Menu for most object types in edit mode http://projects.blender.org/tracker/ind ... 9&atid=125
-stiv:
bugfix: #1212 changing object's layer had no effect.
-broken:
Log:
A few hotkey additions/corrections to the toolbox and 3d view menus.
Log:
Added Shift C 'Center Cursor and View All' to View -> Align View menu
-kester:
Log:
Depth sorting for alpha mesh objects.
- Mesh Objects are sorted by depth (based on object centre.) Using object centre means the user has control over the sort.
- Polygons are not sorted.
- Polygons are not split.
- O(nlog(n))
Log:
Fixes for Camera objects and python:
Normalise clip planes for sphere testing.
Do a frustum-sphere <-> sphere test
Reference count all python objects (!)
Log:
Frustum sphere culling.
Do a sphere<->camera sphere and a sphere<->frustum before the box<->frustum test.
Log:
Cunning hack for Blender python module in the game engine - just don't unload it before running the game!
-ianwill:Log:
BPython:
- updated docs with recently added functions
- dynamic menu entries now are sorted (alphabetically, of course)
- added new menu categories for scripts: Wizards, Modifiers, Generators, Materials, Animation:
only added to list of options, didn't mess with any Blender header. They are already available from the "Scripts" menu in the scripts win, but not elsewhere.
- added option 'datadir' to Blender.Get(option):
so scripts can use .blender/bpydata for reading / writing their data files.
A new build is available
Last edited by gabio on Thu May 27, 2004 5:22 pm, edited 2 times in total.
i dont know about the majority or blender users, but i for one dont bow down to our new zoom overlords. 
(can't we atleast have the option?) I dont think that theres anything wrong with the new zoom, if blender had always been that way im sure noone wouldnt mind a bit. I'm just used to the old system.

(can't we atleast have the option?) I dont think that theres anything wrong with the new zoom, if blender had always been that way im sure noone wouldnt mind a bit. I'm just used to the old system.
Congrats! Great work you guys are doing on the culling and render otimizations.
WHen I play my game, I caould once only see elements very close to the camera. Now I can only see one element which is very far away, all others, including my grounf plane became invisible during gameplay. Is there a way to adjust the culling thereshold?
The 2004-5-18 build got the culling working for me.
ZOOM - I think the new zoom is slower to get the desired point and behaves oddly (operates in different ways dependeing on the side of the screen one clicks, left or right). We should have and option - and I think the old system shold be the default.
WHen I play my game, I caould once only see elements very close to the camera. Now I can only see one element which is very far away, all others, including my grounf plane became invisible during gameplay. Is there a way to adjust the culling thereshold?
The 2004-5-18 build got the culling working for me.
ZOOM - I think the new zoom is slower to get the desired point and behaves oddly (operates in different ways dependeing on the side of the screen one clicks, left or right). We should have and option - and I think the old system shold be the default.
my "copy" behaves strangely - it looks as if "ALT" or "CTRL" were locked, i can only zoom around. which brings me to the point - i don't like the new zoom mode. the problem is it depends on the midpoint of the viewport, which is hard to hit.. however others my like it, but i'd keep the old one at least as an option.
marin
marin
This new Zoom method is a GREAT IDEA ! The old method was, in my opinion, a bad one. So, please, keep this new one !
Thanks.
GFA-MAD
Thanks.
GFA-MAD
French user, visit www.blender.clan.st !
Do you have to do something to turn culling on? I looked everywhere but couldn't find anything. I didn't notice any performance increase in my game, although it is set up in a way that frustum culling should help quite a bit. Could be that I have a bottleneck elsewhere than the rendering pipeline though.